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Eviscerator

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Everything posted by Eviscerator

  1. Eviscerator

    At least trains possible

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (PSC @ Mar. 13 2003,09:57)</td></tr><tr><td id="QUOTE">In the Northern Sea we (Germany) have a couple of small islands. On one of them, it's name is Wangerooge, there is a small island railroad (narrow-gauge railway, 1m). "Inselbahn" Image Gallery I don't know the size of Wangerooge exactly, but if I'm not completely wrong it's a lot smaller than all the islands from Operation Flashpoint. PSC<span id='postcolor'> narrow gauge railways would fit, but not too much of it, maybe, if for example someone put a track on nogova it would only go from lipany to the airport (or near) and another route to the port
  2. Eviscerator

    At least trains possible

    Why on earth would you need trains in ofp? the islands arent nearly big enough to warrant them, i mean, most of the islands are only 7-10km across/high, that would only take a couple of hours to walk! with a bicycle you could do it in much less, if the islands were large industrial mecca's with workers needing to go to and fro id understand, but even the biggest "city" (Lipany) is the size of a tiny english village
  3. Eviscerator

    Ballistic addon studios

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ExtracTioN @ Mar. 13 2003,06:57)</td></tr><tr><td id="QUOTE">Is there a rappeling script  <span id='postcolor'> there will be, along with a fastrope script, these may be added to all our spec ops choppers (apart from rappelling on the lb, just fast roping on that), and i forgot to mention these scripts work automatically, no mission maker input is needed to make them work...
  4. Eviscerator

    Ballistic addon studios

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Hellfish6 @ Mar. 13 2003,05:53)</td></tr><tr><td id="QUOTE">I know I shouldn't ask this, but I will. Can you maybe give us a little hint about some of the new MH-47 scripts? I'm going to download it anyway, but I want to know what my drool factor will be. Â <span id='postcolor'> Erm, this will probably get me into a tiny bit of trouble but, there are a hell of a lot, there is one that lets you ride in the helo and then when the helo stops/hovers allows you to get out and walk around, there is a dust script, theres a script that when you are in the dust without goggles on that you get dust in your eyes so it looks like you have to close your eyes every now and then (very cool), engine fumes, cargo hook script, we will probably have a lot more as well, as we are still working on them
  5. Eviscerator

    Operation northstar news! (cpack, iltis)

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Hellfish6 @ Mar. 12 2003,06:46)</td></tr><tr><td id="QUOTE">OFP.AT is my new favorite OFP news site. I just found out about them a week ago and they seem to know everything before anyone else. They're great!!!! <span id='postcolor'> Yeah, would be good if we could have some kind of translation in english underneath the german though, same for the links, im sure that would attract many more people to the site, as the two main english speaking sites (opflashpoint.org and ofp.info) dont really update much... If you would like any help with english news posting id be happy to help gunship, grab me on irc...
  6. Eviscerator

    Just to clear my self....

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (philcommando @ Mar. 12 2003,03:26)</td></tr><tr><td id="QUOTE">thanks eviscerator for clearing that up, lol!. but i was kinda wondering.....would that mean JeepMG is a separate class, different from a car class? cos i could never for the life of me mount a turret on a car class. Since the jeepmg is modelled totally in 02, which configVeh does it use? Many would like to know as it seems a civilian truck mounted with a mg is the next much awaited addon other than the aircraft carrier. Vixer: hmmm.....2 different classes within one O2 model? or 2 separate config models combined in editor? Thanks anyway, i'll try to figure it out....nothing like some more experiments to test and expand the limits of ofp...hehe....<span id='postcolor'> Well, its not classes that define how a vehicle acts/what it can/cant do, its the simulations, now these are hard coded so we cant change them, but they contain the information for ofp to use the model in a certain way... so, the car 'class' uses: simulation=car; The Jeep MG uses the exact same simulation, so you should be able to mount a turret on a car simulation with no trouble, (Its already been done a lot of times with usermade addons, there were the armed hummers, the BTR-70, the Centauro) because the armoured vehicles here had wheels the makers were forced to use the car simulation as the tank simulation acts a lot differently than a wheeled vehicle should.
  7. Eviscerator

    Russian counterparts

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Peanut @ Mar. 12 2003,16:17)</td></tr><tr><td id="QUOTE">What about a SV-98 as a cunterpart to the M24? Propably with another scope...<span id='postcolor'> </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> SVDK Â W/ 3-9x42 MINUTA SCOPE OR SV-98 W/ PKS-07 SCOPE - Â M24 <span id='postcolor'>
  8. Eviscerator

    Rah-66 comanche 1.1 released

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Cpt. FrostBite @ Mar. 12 2003,00:23)</td></tr><tr><td id="QUOTE">To eviscerator; next time don't be so cynical <span id='postcolor'> eh?
  9. Yes the COC team made some, you can probably find it at their site (cant remember the url....denoir?), or it comes bundled with nam pack 2
  10. Eviscerator

    Bo105 pah1, uh-1d

  11. Eviscerator

    Bis bmp's vs new bmp's

    I didnt mean the gunpod, which is stored on the wings, i meant the GSh-23 nose gun...Bis may have got the two mixed up and created a bit of both...
  12. Eviscerator

    Just to clear my self....

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (philcommando @ Mar. 11 2003,03:32)</td></tr><tr><td id="QUOTE">car class:- no to turret, will not recognise turret memory points JeepMG:-?......By proxing an O2 modelled and configured mg with gunner into a car class....the proxy code must be correct to work,otherwise it will become a non active object. workaround:- trick the engine by modelling a car as apc class ( wheeled vehicle), then the turret will be active.<span id='postcolor'> erm, in a couple of words, thats wrong, the jeep with mg's turret is configured in o2 exactly the same way as say, the UH-60's MG is, no special proxy tricks, just the otochlaven and otocvez in the resolution lods and osa hlavne, osa veze, otochlaven and otocvez in the memory lod (and usti hlavne etc)
  13. Eviscerator

    Bis bmp's vs new bmp's

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (dkraver @ Mar. 11 2003,11:04)</td></tr><tr><td id="QUOTE">Depending of version the Hind can have either the 30mm twin cannon or the 12.7mm Gatling. Not both. 30mm Twin Cannon mounted on the side 12.7mm Gatling Ohh and this thread is about the bmp not hinds  <span id='postcolor'> Erm, wouldnt the 23mm cannon be more of an explanation for the explosive rounds? As it is a direct replacement for the 12.7mm gatling gun and not a hard mounted weapon (a la the FFAR's)
  14. Eviscerator

    Rah-66 comanche 1.1 released

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ Mar. 11 2003,11:57)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Cpt. FrostBite @ Mar. 11 2003,12:36)</td></tr><tr><td id="QUOTE">I see your point. BAS is also working on a Comanche (at least, I think they do).<span id='postcolor'> What do you base this on? <span id='postcolor'> Probably the fact we are.... *Points to the list of projects*
  15. Eviscerator

    Heat?

    i think in real life they use the sabot to pierce the tanks armour, and if the occupants are still alive they then fire a heat shell to incinerate them, or they might use it like the LAW is sometimes used, for defenses like caves/bunkers etc
  16. Eviscerator

    M113 at missile version

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (blackdog~ @ Mar. 11 2003,07:34)</td></tr><tr><td id="QUOTE">TOW are not used for shooting down aircraft... and I suggest you stop dissing people's work. It's getting on my and probably other peoples' nerves... http://www.hqmc.usmc.mil/factfil....ocument<span id='postcolor'> Actually the TOW is able to shoot down slow moving aircraft(helicopters mostly), its able to hit anything as long as the missile is guided exactly to where the target is, its a wire guided missile so technically there are no limits as to what it can attack...
  17. Eviscerator

    Bug w mh47e?

    its very likely that as they jump the chutes are hitting the roadway lod, or geometry, inside the MH-47E, this will hopefully be fixed, however in our new version there may be a better way of doing it, we have incorporated a script which allows you to 'attach harness' which allows you to ride in the back, but not in cargo, and there is an option when the MH-47E is hovering to detach harness, and walk around inside the MH-47E (you'll stay in as long as the MH-47E hovers, and doesnt move), what i suppose you could do when the new version is out is start the human players(doesnt work with ai) in the back of the MH-47E with the harnesses attached, once the mission starts they could detach the harness and then run out the back, and maybe a trigger could activate the parachute script....but i suppose you'll have to wait for the new version to try that out...which will be out soon
  18. Eviscerator

    Desert ofp's afrika 1942

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ Mar. 10 2003,13:40)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (pzvg @ Mar. 10 2003,14:23)</td></tr><tr><td id="QUOTE">Hmm, another modmaker just hung up his spurs<span id='postcolor'> Who is that? <span id='postcolor'> MAAC
  19. Eviscerator

    Avenger

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (blackdog~ @ Mar. 10 2003,05:32)</td></tr><tr><td id="QUOTE">Eviscerator responded in another thread about why this is not possible... I'd expect a reply soon from him <span id='postcolor'> or, he could use the search function before he posts and find its already been answered
  20. Eviscerator

    Question

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Johann "onn" Bitsoenn @ Mar. 10 2003,01:56)</td></tr><tr><td id="QUOTE">3--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (STS_SolidSnake @ Mar. 09 2003,213)</td></tr><tr><td id="QUOTE"></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (kartopu3 @ Mar. 09 2003,20:56)</td></tr><tr><td id="QUOTE">a few months ago projects starting and pics where are v-22 osprey projects and engine limitations any fixed? please more about i want use v-22 osprey units bis where doing now?<span id='postcolor'> it was Tysiek who was doing one<span id='postcolor'> It is still being made, but is still not being released due to problems with S/VTOL script (same as Harrier) afaik.<span id='postcolor'> Actually, the problem isnt with the VTOL script, its with the engines, apparently the rotors cant both spin and then move with the engine nacelle's, as i believe the vertices in the memory lod cant be moved by an animation, which would mean when the nacelles change direction the rotors spin wildly as the rotors would no longer conform to the memory points
  21. Eviscerator

    Falklands mod progress

    http://www.guardian.co.uk/falklands/story/0,11707,659681,00.html seems to say otherwise, and a pretty reputable newspaper, not like the other uk papers a la The Sun or The Mirror.
  22. Eviscerator

    Sam

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Colonel_Klink @ Mar. 08 2003,12:27)</td></tr><tr><td id="QUOTE">Evis. With a bit of perservering I have managed to use setObjectTexture to create the illusion of missiles being fired from turrets. and: edit: BTW no proxies used, and the turret (upper missile carrier rotates and tracks aircraft.) I have also managed to have drop tanks on aircraft that detach, as well as the planes normal loadout of bombs. The Next A4 release has working drop tanks. The rapier is now under construction for the Falklands mod and should  have some screenshots of it working in a few days.. or so.<span id='postcolor'> Fantastic! I suppose this method could also be used to have a varied loadout on planes instead of just one detachable proxy type and rockets
  23. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (ran @ Mar. 08 2003,11:02)</td></tr><tr><td id="QUOTE">you forgot about some of the most obvious : the apache and the iroquois<span id='postcolor'> Those were already mentioned...
  24. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (~Too Tall~ @ Mar. 08 2003,06:20)</td></tr><tr><td id="QUOTE">OH1 kiowa  <span id='postcolor'> OH-58 Kiowa, OH-1 is the Japanese Attack/Observation helicopter... A couple more: OH-6 Cayuse OH-13 Sioux AH-56 Cheyenne CH-21 Shawnee CH-34 Choctaw CH-54 Tarhe I think one of the only exceptions to the rule in army helicopters is the AH-1.
  25. Eviscerator

    Sam

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote ([Ash] @ Mar. 07 2003,16:46)</td></tr><tr><td id="QUOTE">We (The Falklands War mod) are making this: <span id='postcolor'> How are you going to accomplish it? Just wondering as the permanently static missile/bomb proxies must mean this type of SAM system wont be able to be made, and work well, as the missiles will always face the same way, or if you made them part of the model wouldnt detach when fired, just wondering as if you crack it it opens the way to a few more SAM's...
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